Arguably, turning every creature you cast
into Wood Elves is a very powerful ability. The
issue I can see with Karametra is that by the
time you can cast her, you may not need much
more mana. If you ramp into her, you can just as
easily ramp into something that does more than
just give you mana. Still, there are some decks
that never have enough, and she does threaten a
very overpowering late game just by existing -
even if your intermediate creatures get
destroyed or countered, your opponent is always
going to be worrying about what all those
Forests and Plains are going to cast later on.

Constructed: 2/5
Casual: 3/5
Limited: 3/5
Multiplayer: 3/5

Michael "Maikeruu" Pierno

Today's card of the day is Karametra, God of
the Harvests which is a five mana Green and
White Indestructible enchantment that becomes a
6/7 with Devotion seven to Green/White and
whenever you cast a creature spell you may
search your library for a Forest or Plains card
and put it into play tapped. This isn't a very
impressive effect, though it filters the deck
and combines with land counting effects and
triggers, though it is easy to activate
repeatedly with some draw power. In addition to
Landfall or similar effects it works well to
fuel X costs in an acceleration build and
definitely has potential for Commander and
Multiplayer in that role. Other Constructed
formats are far less likely to include this god
and overall she is unlikely to make any major
splash in Standard, Modern, or other competitive
settings.

In Limited this has the benefits of some
color fixing and being a potential 6/7
Indestructible threat, which is reason enough to
play it even if other gods are more likely to
dominate a game. Even weak as it is, barring a
really compelling uncommon this is still a first
pick in Booster and worth splashing into a Green
or White deck in Sealed.

Constructed: 3.5
Casual: 4.0
Limited: 4.0
Multiplayer: 4.0

Skid Rambo

Karametra, God of Harvests is the current
background on my computer because I like the
art. Sadly, that might be all that I really like
about this card. This god might be another card
that gets better as new sets come out. My friend
told me that I have been an “Angry” reviewer
lately. Maybe I need to chill out, but it is
hard not to be honest. Karametra, God of
Harvests is not the card that I want to play on
turn 4 or 5. (in a duel) How often do you need
to mana ramp after turn 5? I honestly can’t
think of any reason that I would need to thin
out my deck during the late game. If you can
somehow get turn 5 devotion needed for Karametra
to become a creature, then you should already be
winning and the extra land would be pointless.
Drafting this card would be a stretch for me.
Maybe they should’ve replaced land search with
Aura search!

Constructed: 2.5
Casual: 4
Limited: 2
Multiplayer: 3

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